Difference between revisions of "Basic Medic strategy"

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Use your Übersaw when cornered by the enemy to rapidly fill your ÜberCharge meter. Don't be zealous; once your meter is filled, escape back to your teammates, deploying the ÜberCharge if you need to.
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Use your Übersaw when cornered by the enemy to rapidly fill your ÜberCharge meter. You can sometimes be very tempted to get some hits in with the Übersaw. Make sure you quickly asses the situation before you take out your melee and run into battle. A [[Heavy]] with his back turned to you and his mini-gun down can seem like an easy target that you may want to take down. However, it could potentially take a handful of hits. Try getting one or two hits off of them and then retreating. Other classes can react more swiftly. Unless you see yourself as completely safe and able to score a kill, go for it. Classes like the [[Spy]] and [[Scout]] can be taken down fairly easy with a swing or two from your Übersaw, depending on their current life. Don't be zealous; once your meter is filled, escape back to your teammates, deploying the ÜberCharge if you need to. Getting kills with the Medic can be fun but you risk costing your team an entire [[ÜberCharge]] if you don't show restraint.
  
 
===[[Vita-Saw]]===
 
===[[Vita-Saw]]===

Revision as of 19:41, 22 June 2011

The Medic is arguably the most important class on a team. Although he only has average health and mediocre firepower, his ability to heal and overheal teammates using his Medi Gun is invaluable. Additionally, the Medic continually builds an ÜberCharge meter as he heals others. Once full, he can provide invulnerability with the Medi Gun or Critboost a teammate with the Kritzkrieg. Proper deployment of an ÜberCharge can easily make the difference between victory and defeat. In any firefight, it is incredibly important that the Medic survives. Teammates may die, pockets may die, ÜberCharges may be spent, but as long as the Medic is alive and building a new ÜberCharge, his team has the advantage. The Medic relies on having good teammates; as long as he is protected, he is free to heal and keep his team alive.

Primary Weapons

Your ability to heal others will often make you the number one target of many enemy players. Be hard to hit; jump, duck, and strafe to avoid damage. Rely on your teammates to protect you. Your natural health regeneration will often not be enough to keep you alive, so also ask allies to leave Health pickups for you. If they die and you are forced to fight, you should also be retreating.

Syringe Gun

Item icon Syringe Gun.png

Although the Syringe Gun fires rapidly and deals fair damage, you should still be relying on your teammates to protect you. The needles from the Syringe Gun travel slowly in a gentle parabolic arc. Over distances, aim upwards slightly and lead your targets accordingly.

Blutsauger

Item icon Blutsauger.png

The Blutsauger is best when you often find yourself near the frontlines. If you constantly land your shots, you will heal yourself more than your standard regeneration can. If you're on fire or bleeding, you can stop healing and attack with the Blutsauger to restore some health. Don't actively seek out fights; you are still your team's main source of healing.

Crusader's Crossbow

Item icon Crusader's Crossbow.png

The Crusader's Crossbow allows you to heal teammates from very far away. At close range, it can be used for a quick burst of healing to a critically wounded ally. For the most part, stick to your Medi Gun, as the Crossbow won't help build your ÜberCharge meter. The Crusader's Crossbow is not meant for combat; in addition to its slow reload time, the bolts arc over distances and travel relatively slowly, making them difficult to aim. Think of its ability to damage enemies as a bonus and let your teammates do the fighting.

Secondary Weapons

Your healing beam will stay locked onto a patient no matter what direction you face, so turn around frequently to watch for Spies and other ambushers. The beam can bend around corners, allowing you to heal teammates from behind cover. Don't make the common mistake of only healing one player. Your ÜberCharge meter will fill up more quickly if you are healing wounded allies, so spread your healing evenly during moments of downtime. Generally speaking, you first want to heal other Medics, then combat classes, then support classes. Whenever it comes time to unleash a charge, inform your team. You'll want as much support as possible following behind you and your patient.

Medi Gun

Item icon Medi Gun.png

Most of the time, you will equip the Medi Gun for the standard ÜberCharge. While your Medic buddy will differ from time to time, an ÜberCharge will help your team make a push into almost any defensive encampment, particularly those with Sentry Guns. Invincibility is useful on defense, too; you can counter an enemy Medic's ÜberCharge by deploying your own, preferably just after his finishes. If you are in danger of being killed, activate your ÜberCharge in self-defense; it's better to survive then to die with a full meter. You can keep two targets ÜberCharged at once by quickly switching between them. Although your charge drains faster, you will generally make the team push stronger. Being invincible is a great benefit to your team. A full ÜberCharge is your chance to change the game. In the case of a Sentry blocking your progression, make sure when you pop your ÜberCharge, you're closer to the Sentry than your Medic buddy. The Sentry will be dealing out a lot of knock-back and it's your job to soak it up so your teammate can aim steadily at the gun. This could mean the difference between winning and losing.

Kritzkrieg

Item icon Kritzkrieg.png

The best candidates for the Kritzkrieg's ÜberCharge are the Soldier, the Demoman, and the Heavy. These classes can deal damage over a wide area and use the critical hits to eliminate entire groups of enemies. Deploying the Kritzkrieg does not protect you, so you're relying completely on the skill level of your patient. You cannot use the Kritzkrieg to counter a standard ÜberCharge. Because your meter charges faster, it is best to deploy the Kritzkrieg as soon as possible, before the enemy Medics are fully charged. Sentry Guns are not affected by critical hits, so do not use the Kritzkrieg when trying to destroy Engineer nests. The Kritzkrieg is a very offensive weapon. You may find more use in it when on BLU. Running into an enemy point and taking out as many opponents as fast as you can is a better offensive strategy. The Medi-Gun is more of a defensive weapon since it provides almost a brick wall to get past.

Melee Weapons

Bonesaw / Saxxy

Item icon Bonesaw.png Item icon Saxxy.png

The Bonesaw is useful for getting the first strike on a distracted opponent but still loses to the Syringe Gun in damage over time. There is no reason to use the Bonesaw; because Medics generally don't fight, all of your other melee weapons are usually seen as straight upgrades.

Übersaw

Item icon Ubersaw.png

Use your Übersaw when cornered by the enemy to rapidly fill your ÜberCharge meter. You can sometimes be very tempted to get some hits in with the Übersaw. Make sure you quickly asses the situation before you take out your melee and run into battle. A Heavy with his back turned to you and his mini-gun down can seem like an easy target that you may want to take down. However, it could potentially take a handful of hits. Try getting one or two hits off of them and then retreating. Other classes can react more swiftly. Unless you see yourself as completely safe and able to score a kill, go for it. Classes like the Spy and Scout can be taken down fairly easy with a swing or two from your Übersaw, depending on their current life. Don't be zealous; once your meter is filled, escape back to your teammates, deploying the ÜberCharge if you need to. Getting kills with the Medic can be fun but you risk costing your team an entire ÜberCharge if you don't show restraint.

Vita-Saw

Item icon Vita-Saw.png

The Vita-Saw grants minor ÜberCharge insurance. As a Medic, you are generally healing teammates while at the frontlines and will be targeted by any competent enemy. Death is almost inevitable, so equip the Vita-Saw if the 20% saved charge can significantly impact the flow of battle. If you equip the standard Syringe Gun, your natural health regeneration can make up for the small health penalty. It is obviously useless in situations where you cannot respawn, such as Arena or Sudden Death.

Amputator

Item icon Amputator.png

The Amputator is a straight upgrade to the Bonesaw. Using its taunt to heal will not build your ÜberCharge meter, so you should still be using the Medi Gun for most of your healing. Only use its taunt-heal when your team is clustered up while staying behind cover, even if there are no enemies in sight. Taunting in the midst of combat will get you killed, no matter how much healing you provide.

Item sets

The Medieval Medic

Crusader's Crossbow Amputator

The increased health regeneration can significantly increase your survivability. You will need to rely further on your teammates for protection, as only using the Crusader's Crossbow to fight off enemies will be very difficult. As the name implies, this is your item set of choice in Medieval Mode.

See also